#version 460
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;

layout(location = 0) out vec4 outColor;

void main() {

    vec3 lightPos = vec3(30, 30, 30);
    vec3 L = normalize(lightPos - inPosition);
    float dotNL = max(dot(L, inNormal), 0.0);

    // outColor = vec4(inColor, 1.0);
    outColor = vec4(inNormal, 1.0);
}